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Underwater Build


KnightmareChariot

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Could you create a mod that adds a way to create an underwater settlement? Something that creates a "bubble" of air under deep water ...Could you create a mod that adds a way to create an underwater settlement? Something that creates a "bubble" of air under deep water and with the help of mod conquer create an underwater settlement...

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How do you intend to enter the settlement? By just swiming to it? If you are open to have it instanced then there is possibilties, but open wont work.

tats not so hard, you can place a manhole/door wat ever anywhere, give it a map marker, drop the xheading marker in the settlement, boom fast travel

the settlers will spam if set up correct inside the under water settlement, so easy

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How do you intend to enter the settlement? By just swiming to it? If you are open to have it instanced then there is possibilties, but open wont work.

tats not so hard, you can place a manhole/door wat ever anywhere, give it a map marker, drop the xheading marker in the settlement, boom fast travel

the settlers will spam if set up correct inside the under water settlement, so easy

 

I know. Thats my point as well. But if he wanted it out in the open then its a no-go

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  • 8 months later...

Just found this thread again after all that time, and now I have an idea for either a underwater or space settlement:

there are two parts, an exterior (which is either underwater or in space or whatever), and an interior cell where the settlers are.

 

You enter workshop mode outside and build stuff out of vault pieces. When you are done, a script scans this outside structure, and rebuilds it out of special, unscrappable and unmovable pieces in the interior cells. Settlers are moved into a safe entrance area for that process.

 

This should only works if the pieces in the exterior have no gaps, have windows and doors, obviously. Maybe special airlock doors, too. This is obviously the most difficult part, but I think F4SE might help. Something like: you have a list of snap point names which must be occupied on all pieces. The script then goes through all of them and check if they are. I think that's the "object" property in that struct. If that's true, then you could even do that recursively, starting from the entrance piece, preventing players from making closed-off islands.

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